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Mr. Green Gaming

Braindawg

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Everything posted by Braindawg

  1. >Pufulet gets insulted >responds with an insult >"Pufulet you need to be more professional" what.
  2. Since the discussion topic is absolutely flooded with nothing but butthurt comments from people who probably haven't even looked at the gamemode in the longest time, I feel as if it's appropriate to make my own separate thread for all of this nonsense. Unlike most of the community I want to get somewhere with the gamemode. Today I played a good 5-6 rounds of ZS with 5-10 players and I've finally come to a conclusion for what needs to be fixed, so here's my list of complaints. Bugs, Glitches, and General Gameplay problems: Colourmod: Contrary to popular opinion I like the colourmod, and I like the idea of dampening the color of the map to create a black/white dreary effect to add to the scenery and make the color red "pop" more and stand out to add more effect to the gore/blood (the game Killing Floor 2 rings a bell). The only problem is the fact that there's a lot more red things in ZS than just blood. Player models, props, weapons, map entities such as trees or walls, etc. Instead of making the entire color red look disgustingly bloom-filled or having to turn off colourmod to lose the cinematic feel of the dull gray washed out look, change the texture of blood/gore to something brighter or "shinier" (if coding allows, maybe you can make blood textures look brighter that way, one less download to worry about). Heartbeat bug: This one has existed for a long time, since the gamemode released. On rare occasion, a players heartbeat would bug out and not stay attached to the player, rendering it impossible to find them unless you're in direct line of sight. Another well-known bug is that heartbeats sometimes don't properly show up on CS:S CT playermodels (however it is known to VERY RARELY occur on other playermodels). !Unstuck: Something that's desperately needed, Garry's Mod hitboxes are notoriously buggy. and the amount of times I get stuck in a zombie or a prop and cannot move without someone else's help is far too many. Unstuck needs to be revised and re-added, since it's obvious trying to fix hitboxes themselves has failed like 4 times now. Handling props: Probably the undisputed #1 thing that causes the most stress and ragequitting is retarded people ruining the barricade because they don't know how to go away. while a player is holding a prop, it should be entirely no-collided to avoid people getting in the way and ruining the fun for everyone else. "But what about when the prop is nailed, won't they be stuck in the prop?". I'm no coder, and I don't know the ease of doing this. But to entirely render this problem null make it so the player is soft-collided with the prop until he gets free (bonus points if it's possible to code a "magnet" type of system, where players get pulled out of the prop towards the nearest player until he is fully out of the prop). Keep in mind this is NOT suggesting the ability to phase through props, this is just to almost entirely remove the chance of mingebags ruining barricades. Which brings me onto my next topic. Classes: Engineer: Probably the most overpowered class in the game, a modern-day Beserker. Engineer gets a turret, prox mine, pistol, and melee (and a pulse pistol perk). Lets look at the Engineer in TF2 for a second, he gets a fairly weak set of weapons (shotgun, pistol, and wrench) but he's given a range of buildings to support him, the sentry is ridiculously powerful and makes up entirely for the fairly weak set of weapons. He relies entirely on his buildings. The same should be applied to the Engineer in ZS. Weak weapons, but a strong turret and prox mines. Make the turret entirely free aim (would require a lot of work) and buff prox mines. Pulse Pistol needs a big nerf, Pulse SMG needs a slight fire rate reduction, and Pulse Rifle needs a slight damage nerf and firing speed nerf. There currently is no downside to losing or putting up a turret (if the 20SP requirement for deploying a turret is still supposed to be here, it doesn't work, also placing turrets is fucking painful, pls fix). Also bring back C4 dammit. Support: Literally nobody plays this class except the few regs that like barricading (which is not many at all.). The Support is only useful for barricading and barricading ONLY, so nobody plays it. A lot of people forget that Support can heal turrets (which is REALLY useful). Bring back the blowtorch, and make it turret exclusive and the hammer nail exclusive. (Also why does Sharpshooter have mobile supplies? Give that to support). Pyro: Despite the astounding amount of backlash this class gets, I think it's pretty enjoyable. The only problem is it is basically just wasted potential at this point. The Pyro has a limited (but pretty good) weapon selection and the only thing that sets him apart is the fact that he can set things on fire. Either overhaul it or remove it outright. Medic: This class is pretty straight-forward. It's fun to play and the collection of weapons is pretty good. The only real problem I'm having is the fact that Medic is just as weak as everyone else. Medic should have a slightly higher resistance to be able to support the team. Zombies: Headcrabs: Ridiculously powerful, headcrabs do 10 damage per attack and attack at ridiculous rates. Headcrabs are supposed to be support, not the whole army. Lower their damage to 5-7. Fast Zombie: Of all the classes that need revising, this one takes the cake. Fast Zombies do good damage but attack too fast and have no drawback at all other than low health. Fast Zombies over the years have been juggling between good and bad for as long as anyone can remember. Re-add the system where fast zombies have a delay between attacks like Necrossin's gamemode. This way fast zombies can still be as good as they are now without being steamrollers. (If you think Fast Zombies are fine, just remember someone with low health cannot outrun a fast zombie while the fast zombie is attacking, meaning Fast Zombies can just lawnmower people with low-health and they can't do jack shit about it.) Zombine: This class has been entirely destroyed over the years, it's been stripped of all it's original qualities and torn to pieces and it's sad. Necrossins Zombine was the epitome of innovation. Have a fat slow enemy with a ton of resistance and if he takes enough damage his armor is broken and the resistance goes away, making the zombine ridiculously fast and dangerous. I like to equate the zombine to a Fleshpound, if you anger it you're gonna get fucked up. Bring back this mechanic, the Zombine is the last class to be unlocked it should at least be good. Bosses: Scaling: All the bosses should be big and scary, not small and hard to differentiate between the other zombies, it looks fucking pathetic. One of the main limitations of a boss is the fact that he shouldn't be able to fit through vents and small spaces, but at the same time he's a towering behemoth too. Which brings me to.. Behemoth: Does good damage, could be slightly higher. Behemoth had an interesting mechanic where he took very little bullet resistance but a whole heaping ton of explosive and melee damage. Bring this back but make the resistance considerably lower than it originally was. Hate: A force to be reckoned with, or at least should be. Hate should have better explosive resistance and a VERY high damage (75-80) but with a very long attack cool-down. Hate II: An even bigger force to be reckoned with, but balancing issues still need to be considered. Make each of the separate attacks do 45 damage and give him 5% resistance to bullets. Seeker: Bring him back properly this time. Seeker should do 60 damage and should be almost entirely invisible until he attacks. When he attacks he should be 100% completely visible. The lower health he's at, the harder it should be to see him. Weapons: Medic Shotgun: Fully automatic as originally designed, not this dumb looking "fire as fast as you can" semi-auto system. Give it the same fire rate as the XM1014 and *SLIGHTLY* nerf the damage. If it's semi-automatic, people can just spam the shit out of it and absolutely destroy poison zombies and zombines with ease. Shotgun: Absolutely fucking worthless, does almost no damage and needs a buff (I suggest giving it damage slightly lower than the Chipper). Flare Gun: Nobody uses this and nobody wants to. Make it more expensive, make it have a small explosion radius and buff the damage back up to 100. Pulse Pistol: Nerf the damage a little bit, it's very powerful. Proximity Mines: Give them an explosion delay, I've suggested this 5 times now and nothing has been done about it. I don't need to blow up instantly from putting one down, another reason to bring back C4 as a secondary option. Weapon Drop System: Absolutely fucking broken, good concept but needs work. Weapon drops should be clientside or at least can only be picked up by the person who earned the weapon, I don't need some guy with no kills stealing my well-earned weapons. ***ADD KILLICONS, IT'S ANNOYING TO SEE MISSING KILLICONS EVERYWHERE*** If needed I will move this to the designated suggestions thread, this thread may be updated in the near future.
  3. adding ZS3.0 and working off of that is a bad idea. ZS3.0 is a HUGE gamemode, the biggest and most heavily coded in Garry's Mod*. Rob said himself it'd be best to start from scratch and add new/ZS3.0 elements as the gamemode progresses. No matter what happens, ZS desperately needs an overhaul. The code is outdated, buggy, hard to work with, and is very limited with what you can do. And I'm glad Ywa addressed this issue as well.
  4. We can't get a good dev who will listen to the people if Ywa won't trust anyone to work on the gamemode outside of Mr. Green (and the last person who stole pieces of the gamemode was partly in this community...) Necrossin made a perfectly working, fun gamemode. When he stepped down there was no glaringly painful drawbacks other than some minor missing features due to outdated code (keep in mind the gamemode is heavily modded ZS2.01 and tidbits of even older gamemode if I remember correctly, it's virtual duct tape and the next major code changing update will probably be the final nail in this piece of shits coffin). Ywa could and would be a capable coder, but he has a busy life (Remember when it took 2 weeks to fix a small but horrible flashlight bug on zombies...) Rob (at the time) was an okay coder, but the overwhelming work needed to keep the gamemode afloat and the stress that came with keeping up with demands was too much at the time Duby was (and as far as I'm concerned still is) a sub-par coder. He listened to the community for the most part and I'll give him that, but he was not fit for the job. Now all he does is yell at Pufulet at the forums about how his gamemode was superior (they're literally all the same gamemode Duby, code was shuffled around a bit but ever since Necrossin it's been the same gamemode for almost 4 years now with some different revamps and additions piled onto it) and how ZS is shit and deserves to die. Pufulet is not the best coder and far from it, he's even admitted it before and everyone knows it. And most of his additions have been his own ideas and not any of the communities, and I don't blame him because nobody gives him anything to work on. (He's at least trying to push out a somewhat steady update schedule and spice up the game a bit, even if a good portion of the additions are garbage). I'm guilty of not giving a proper input on how to "fix the gamemode" myself, mainly because ZS is empty so there's no good way to give input when I can't see how the gamemode preforms. Rob as of currently is a good coder, and he'd probably be the only hope for ZS to have any chance of surviving. But simply put Rob is just unable to get the job done at this moment in time. ZS is a big job, and Mr. Green ZS is a HUGE job. Rob simply can't sacrifice the time to do it right now, and any major updates from him in the future will probably be good but very slow. Simply put, ZS is broken. ZS will be broken unless the current code is entirely overhauled (and I don't mean just change the fucking HUD and optimize the gamemode a bit, I mean literally delete the entire gamemode and work from the ground up). Right now the only person in the community that could do that is Rob, and he has a life to worry about (whatever that is). The current gamemode is physically impossible to fix. Honestly, don't waste your breath trying to dispute that because no matter what changes occur the gamemode just gets more bloated, slower, and seems more and more like a pile of shit no matter how big the change is and everyone knows it. The only thing that would happen if Pufulet stepped down is no changes at all, good or bad. Remember every time a developer stepped down the gamemode was all dead air and maybe a rare monthly bugfix or code optimization from Ywa if the community screams about it for long enough (again, no offense. People have lives I get that). -Your hud was shit, bulky, and took up 20% of the entire screen. Don't flatter yourself -What the fuck does that have to do with anything, That's like me saying Pufulet should take advice from me because I'm studying economics. -how is it his fault that people leave cuz his updates are shit, nobody's giving him good ideas for updates and he's gotta try to breathe some life into the gamemode. -you didn't "create" anything. All of your work not assisted by Ywa was copy/paste shit. I mean it was additions and updates that the community liked somewhat yeah but it wasn't creative or original in the slightest and don't ever try to claim it was. -???????? - Literally from Pufulet a few comments back: nice constructive criticism though Duby, not like you're part of the problem or anything. Keep in mind I want a better coder more than anything for Mr. Green, and I don't agree with most of Pufulets updates. But doing nothing but piss and moan and whining about "muh gamemode", "muh regs" in response to every fucking comment that Pufulet makes isn't helping in the slightest, give suggestions or shut up. You're not coding anymore, stop talking about your "gamemode" because it's dead and buried.
  5. yes they are, one headcrab can fuck up your whole day. They're fast and almost impossible to hit and they can keep jumping at you and take you down to 50 health in a matter of seconds. Headcrabs are support not the whole army.
  6. Finally Headcrabs are absurdly overpowered, 10 damage per hit is ridiculous.
  7. I'd rather be a fat ass boss who can't crawl through vents than a tiny boss that can hardly be distinguished next to normal zombies. One of the challenges of being the boss is not being able to fit through vents. If bosses can just steamroll over humans then it's not fun for humans, and it's not fun for zombies who just sit by and watch the boss tank over everyone. besides, small bosses look dumb. Also a prox mines explodes immediately after placing it, add a 3-5 second delay so you don't explode immediately if you try putting down prox mine and a zombie walks up. (and where's my C4 dammit)
  8. idk what the hates all about with Pyro, Pyro is pretty fun and not gamebreaking. Besides it's new for the gamemode which is always good.
  9. make a choice to be boss or not, if you vote no the 2nd best player gets the option. If a player doesn't decide within 10 seconds they don't become boss to avoid AFK boss. Behemoths footstep sounds are all sorts of fucked up and all the bosses are pathetically small, it's kinda cute.
  10. I think we should just go back to Clavus ZS hurr durr
  11. Mr. Green ZS needs to be scrapped, start anew and coded again if it wants to be brought back to life. So far the only one capable enough, willing and close to the community can't right now. Pushing popularity onto DD and SoG is a good idea, they're very great gamemodes and incredibly underrated. But Mr. Green ZS has a somewhat cult following behind it, so that should still stay higher priority.
  12. I'm not going out of my way to dig things up lol what are you on. Duby goes on an autism spree all the time spewing shit about the community and how he's glad he left ZS, not to mention going out of his way to blame Pufulet for ZS being dead right now. If anything you should be sick of Duby for destroying an 8-9 year old community and then leaving with a big "fuck you" to everyone else. The past is the past, Duby is gone and killed Mr. Green on the way out. I wish it wasn't dead because this community is full of amazing people and content. Unless ZS is scrapped entirely and rewritten by a very competent coder, there is no hope for Mr. Green ZS. There has been a steady 0 playercount for nearly a month now if not longer.
  13. Probably because the majority English humor is fucking dry and unfunny lol.
  14. I can't really blame pufu seeing as he was left with your mess. The game mode was empty when you played, just like it is now the Classes system is poorly made and isn't innovative or new in the slightest you may have tried but you should have given up LONG ago when the realization that you weren't capable enough to fix the gamemode on your own, ultimately this is what led to the gamemodes demise you just said you left with classes and then said Pufulet was developing classes. Wat. Dev left because he realizes there's no point in trying to fix it anymore Do you really not fucking understand that this is your fault after a year and a half of a broken gamemode under YOUR control? Pufulet tried, he really did. The playercount even resurfaced for a short period of time. At least Pufu balanced weapons and added things that weren't stupendously broken. You're basically taking a massive shit, pissing everyone off, and then telling someone else to make it not shit and then pinning all the blame on them for failing.
  15. funny how you blame Pufu for doing his best to try to fix Duby's mistakes not to mention the influx of players when Pufu was developing the server. Eventually people realized ZS is unfixable and stopped playing.
  16. if you don't like it so much why not just take the gamemode again and fix it yourself.
  17. it's obvious Duby doesn't have anything nice to say, he basically just insulted the community and left.
  18. I'd take the time to insult you but you're a disgusting tryhard weaboo so I guess you already did it to yourself. keep in mind you made this gamemode into what it is now, Necro's gamemode was pretty much fine until you showed up. So after forging the gamemode into a pile of copy/paste liquid shit and effectively destroying the playerbase of a semi-successful community you leave and call the gamemode you made shit. Are you 12? have fun finding a proper "team" that'll pick up a copy/paste mentally disabled weaboo.
  19. Pretty sure we already had a barricade kit before and it was absolute cancer.
  20. >go AFK >sit in spectator >join Human team >reap all the benefits at the last second of the game if humans win.
  21. as long as it isn't that horrible zs2.0 font that could barely be read that's fine by me no class icon, move the health/sp/gc over to be flush with the infliction in the top left.
  22. wow Duby calm the fuck down. nerf fasties and fix animations (zombine and poison headcrab). add an option to use either prox mines or C4
  23. but if you keep healing the nail the prop still takes damage, so what's the point of cading if it's garunteed 100% to fall unless zombies just don't attack it.
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